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Author SHA1 Message Date
James O'Brien
eb3c81374a
Generalised ECS reactivity with Observers (#10839)
# Objective

- Provide an expressive way to register dynamic behavior in response to
ECS changes that is consistent with existing bevy types and traits as to
provide a smooth user experience.
- Provide a mechanism for immediate changes in response to events during
command application in order to facilitate improved query caching on the
path to relations.

## Solution

- A new fundamental ECS construct, the `Observer`; inspired by flec's
observers but adapted to better fit bevy's access patterns and rust's
type system.

---

## Examples
There are 3 main ways to register observers. The first is a "component
observer" that looks like this:
```rust
world.observe(|trigger: Trigger<OnAdd, Transform>, query: Query<&Transform>| {
    let transform = query.get(trigger.entity()).unwrap();
});
```
The above code will spawn a new entity representing the observer that
will run it's callback whenever the `Transform` component is added to an
entity. This is a system-like function that supports dependency
injection for all the standard bevy types: `Query`, `Res`, `Commands`
etc. It also has a `Trigger` parameter that provides information about
the trigger such as the target entity, and the event being triggered.
Importantly these systems run during command application which is key
for their future use to keep ECS internals up to date. There are similar
events for `OnInsert` and `OnRemove`, and this will be expanded with
things such as `ArchetypeCreated`, `TableEmpty` etc. in follow up PRs.

Another way to register an observer is an "entity observer" that looks
like this:
```rust
world.entity_mut(entity).observe(|trigger: Trigger<Resize>| {
    // ...
});
```
Entity observers run whenever an event of their type is triggered
targeting that specific entity. This type of observer will de-spawn
itself if the entity (or entities) it is observing is ever de-spawned so
as to not leave dangling observers.

Entity observers can also be spawned from deferred contexts such as
other observers, systems, or hooks using commands:
```rust
commands.entity(entity).observe(|trigger: Trigger<Resize>| {
    // ...
});
```

Observers are not limited to in built event types, they can be used with
any type that implements `Event` (which has been extended to implement
Component). This means events can also carry data:

```rust
#[derive(Event)]
struct Resize { x: u32, y: u32 }

commands.entity(entity).observe(|trigger: Trigger<Resize>, query: Query<&mut Size>| {
    let event = trigger.event();
    // ...
});

// Will trigger the observer when commands are applied.
commands.trigger_targets(Resize { x: 10, y: 10 }, entity);
```

You can also trigger events that target more than one entity at a time:

```rust
commands.trigger_targets(Resize { x: 10, y: 10 }, [e1, e2]);
```

Additionally, Observers don't _need_ entity targets:

```rust
app.observe(|trigger: Trigger<Quit>| {
})

commands.trigger(Quit);
```

In these cases, `trigger.entity()` will be a placeholder.

Observers are actually just normal entities with an `ObserverState` and
`Observer` component! The `observe()` functions above are just shorthand
for:

```rust
world.spawn(Observer::new(|trigger: Trigger<Resize>| {});
```

This will spawn the `Observer` system and use an `on_add` hook to add
the `ObserverState` component.

Dynamic components and trigger types are also fully supported allowing
for runtime defined trigger types.

## Possible Follow-ups
1. Deprecate `RemovedComponents`, observers should fulfill all use cases
while being more flexible and performant.
2. Queries as entities: Swap queries to entities and begin using
observers listening to archetype creation triggers to keep their caches
in sync, this allows unification of `ObserverState` and `QueryState` as
well as unlocking several API improvements for `Query` and the
management of `QueryState`.
3. Trigger bubbling: For some UI use cases in particular users are
likely to want some form of bubbling for entity observers, this is
trivial to implement naively but ideally this includes an acceleration
structure to cache hierarchy traversals.
4. All kinds of other in-built trigger types.
5. Optimization; in order to not bloat the complexity of the PR I have
kept the implementation straightforward, there are several areas where
performance can be improved. The focus for this PR is to get the
behavior implemented and not incur a performance cost for users who
don't use observers.

I am leaving each of these to follow up PR's in order to keep each of
them reviewable as this already includes significant changes.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2024-06-15 01:33:26 +00:00
Mike
07a85676b3
Revert "constrain WorldQuery::init_state argument to ComponentInitial… (#13804)
…izer (#13442)"

This reverts commit 5cfb063d4a.

- This PR broke bevy-trait-query, which needs to be able to write a
resource in init_state. See #13798 for more details.
- Note this doesn't fix everything as transmutes for bevy-trait-query
will still be broken,. But the current usage in that crate is UB, so we
need to find another solution.
2024-06-11 22:54:42 +00:00
Vic
5cfb063d4a
constrain WorldQuery::init_state argument to ComponentInitializer (#13442)
# Objective

In #13343, `WorldQuery::get_state` was constrained from `&World` as the
argument to `&Components`, but `WorldQuery::init_state` hasn't yet been
changed from `&mut World` to match.

Fixes #13358

## Solution

Create a wrapper around `&mut Components` and `&mut Storages` that can
be obtained from `&mut World` with a `component_initializer` method.
This new `ComponentInitializer` re-exposes the API on `&mut Components`
minus the `&mut Storages` parameter where it was present. For the
`&Components` API, it simply derefs to its `components` field.

## Changelog

### Added
The `World::component_initializer` method.
The `ComponentInitializer` struct that re-exposes `Components` API.
### Changed
`WorldQuery::init_state` now takes `&mut ComponentInitializer` instead
of `&mut World`.

## Migration Guide
Instead of passing `&mut World` to `WorldQuery::init_state` directly,
pass in a mutable reference to the struct returned from
`World::component_initializer`.
2024-05-30 14:47:22 +00:00
Vic
0eb4bb6bab
constrain WorldQuery::get_state to only use &Components (#13343)
# Objective

Passing `&World` in the `WorldQuery::get_state` method is unnecessary,
as all implementations of this method in the engine either only access
`Components` in `&World`, or do nothing with it.
It can introduce UB by necessitating the creation of a `&World` from a
`UnsafeWorldCell`.
This currently happens in `Query::transmute_lens`, which obtains a
`&World` from the internal `UnsafeWorldCell` solely to pass to
`get_state`. `Query::join` suffers from the same issue.
Other cases of UB come from allowing implementors of `WorldQuery` to
freely access `&World`, like in the `bevy-trait-query` crate, where a
[reference to a resource is
obtained](0c0e7dd646/src/lib.rs (L445))
inside of
[`get_state`](0c0e7dd646/src/one.rs (L245)),
potentially aliasing with a `ResMut` parameter in the same system.

`WorldQuery::init_state` currently requires `&mut World`, which doesn't
suffer from these issues.
But that too can be changed to receive a wrapper around `&mut
Components` and `&mut Storages` for consistency in a follow-up PR.

## Solution

Replace the `&World` parameter in `get_state` with `&Components`.

## Changelog

 `WorldQuery::get_state` now takes `&Components` instead of `&World`.
The `transmute`, `transmute_filtered`, `join` and `join_filtered`
methods on `QueryState` now similarly take `&Components` instead of
`&World`.

## Migration Guide

Users of `WorldQuery::get_state` or `transmute`, `transmute_filtered`,
`join` and `join_filtered` methods on `QueryState` now need to pass
`&Components` instead of `&World`.
`&Components` can be trivially obtained from either `components` method
on `&World` or `UnsafeWorldCell`.
For implementors of `WorldQuery::get_state` that were accessing more
than the `Components` inside `&World` and its methods, this is no longer
allowed.
2024-05-13 21:00:01 +00:00
Lee-Orr
b8832dc862
Computed State & Sub States (#11426)
## Summary/Description
This PR extends states to allow support for a wider variety of state
types and patterns, by providing 3 distinct types of state:
- Standard [`States`] can only be changed by manually setting the
[`NextState<S>`] resource. These states are the baseline on which the
other state types are built, and can be used on their own for many
simple patterns. See the [state
example](https://github.com/bevyengine/bevy/blob/latest/examples/ecs/state.rs)
for a simple use case - these are the states that existed so far in
Bevy.
- [`SubStates`] are children of other states - they can be changed
manually using [`NextState<S>`], but are removed from the [`World`] if
the source states aren't in the right state. See the [sub_states
example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/sub_states.rs)
for a simple use case based on the derive macro, or read the trait docs
for more complex scenarios.
- [`ComputedStates`] are fully derived from other states - they provide
a [`compute`](ComputedStates::compute) method that takes in the source
states and returns their derived value. They are particularly useful for
situations where a simplified view of the source states is necessary -
such as having an `InAMenu` computed state derived from a source state
that defines multiple distinct menus. See the [computed state
example](https://github.com/lee-orr/bevy/blob/derived_state/examples/ecs/computed_states.rscomputed_states.rs)
to see a sampling of uses for these states.

# Objective

This PR is another attempt at allowing Bevy to better handle complex
state objects in a manner that doesn't rely on strict equality. While my
previous attempts (https://github.com/bevyengine/bevy/pull/10088 and
https://github.com/bevyengine/bevy/pull/9957) relied on complex matching
capacities at the point of adding a system to application, this one
instead relies on deterministically deriving simple states from more
complex ones.

As a result, it does not require any special macros, nor does it change
any other interactions with the state system once you define and add
your derived state. It also maintains a degree of distinction between
`State` and just normal application state - your derivations have to end
up being discreet pre-determined values, meaning there is less of a
risk/temptation to place a significant amount of logic and data within a
given state.

### Addition - Sub States
closes #9942 
After some conversation with Maintainers & SMEs, a significant concern
was that people might attempt to use this feature as if it were
sub-states, and find themselves unable to use it appropriately. Since
`ComputedState` is mainly a state matching feature, while `SubStates`
are more of a state mutation related feature - but one that is easy to
add with the help of the machinery introduced by `ComputedState`, it was
added here as well. The relevant discussion is here:
https://discord.com/channels/691052431525675048/1200556329803186316

## Solution
closes #11358 

The solution is to create a new type of state - one implementing
`ComputedStates` - which is deterministically tied to one or more other
states. Implementors write a function to transform the source states
into the computed state, and it gets triggered whenever one of the
source states changes.

In addition, we added the `FreelyMutableState` trait , which is
implemented as part of the derive macro for `States`. This allows us to
limit use of `NextState<S>` to states that are actually mutable,
preventing mis-use of `ComputedStates`.

---

## Changelog

- Added `ComputedStates` trait
- Added `FreelyMutableState` trait
- Converted `NextState` resource to an Enum, with `Unchanged` and
`Pending`
- Added `App::add_computed_state::<S: ComputedStates>()`, to allow for
easily adding derived states to an App.
- Moved the `StateTransition` schedule label from `bevy_app` to
`bevy_ecs` - but maintained the export in `bevy_app` for continuity.
- Modified the process for updating states. Instead of just having an
`apply_state_transition` system that can be added anywhere, we now have
a multi-stage process that has to run within the `StateTransition`
label. First, all the state changes are calculated - manual transitions
rely on `apply_state_transition`, while computed transitions run their
computation process before both call `internal_apply_state_transition`
to apply the transition, send out the transition event, trigger
dependent states, and record which exit/transition/enter schedules need
to occur. Once all the states have been updated, the transition
schedules are called - first the exit schedules, then transition
schedules and finally enter schedules.
- Added `SubStates` trait
- Adjusted `apply_state_transition` to be a no-op if the `State<S>`
resource doesn't exist

## Migration Guide

If the user accessed the NextState resource's value directly or created
them from scratch they will need to adjust to use the new enum variants:
- if they created a `NextState(Some(S))` - they should now use
`NextState::Pending(S)`
- if they created a `NextState(None)` -they should now use
`NextState::Unchanged`
- if they matched on the `NextState` value, they would need to make the
adjustments above

If the user manually utilized `apply_state_transition`, they should
instead use systems that trigger the `StateTransition` schedule.

---
## Future Work
There is still some future potential work in the area, but I wanted to
keep these potential features and changes separate to keep the scope
here contained, and keep the core of it easy to understand and use.
However, I do want to note some of these things, both as inspiration to
others and an illustration of what this PR could unlock.

- `NextState::Remove` - Now that the `State` related mechanisms all
utilize options (#11417), it's fairly easy to add support for explicit
state removal. And while `ComputedStates` can add and remove themselves,
right now `FreelyMutableState`s can't be removed from within the state
system. While it existed originally in this PR, it is a different
question with a separate scope and usability concerns - so having it as
it's own future PR seems like the best approach. This feature currently
lives in a separate branch in my fork, and the differences between it
and this PR can be seen here: https://github.com/lee-orr/bevy/pull/5

- `NextState::ReEnter` - this would allow you to trigger exit & entry
systems for the current state type. We can potentially also add a
`NextState::ReEnterRecirsive` to also re-trigger any states that depend
on the current one.

- More mechanisms for `State` updates - This PR would finally make
states that aren't a set of exclusive Enums useful, and with that comes
the question of setting state more effectively. Right now, to update a
state you either need to fully create the new state, or include the
`Res<Option<State<S>>>` resource in your system, clone the state, mutate
it, and then use `NextState.set(my_mutated_state)` to make it the
pending next state. There are a few other potential methods that could
be implemented in future PRs:
- Inverse Compute States - these would essentially be compute states
that have an additional (manually defined) function that can be used to
nudge the source states so that they result in the computed states
having a given value. For example, you could use set the `IsPaused`
state, and it would attempt to pause or unpause the game by modifying
the `AppState` as needed.
- Closure-based state modification - this would involve adding a
`NextState.modify(f: impl Fn(Option<S> -> Option<S>)` method, and then
you can pass in closures or function pointers to adjust the state as
needed.
- Message-based state modification - this would involve either creating
states that can respond to specific messages, similar to Elm or Redux.
These could either use the `NextState` mechanism or the Event mechanism.

- ~`SubStates` - which are essentially a hybrid of computed and manual
states. In the simplest (and most likely) version, they would work by
having a computed element that determines whether the state should
exist, and if it should has the capacity to add a new version in, but
then any changes to it's content would be freely mutated.~ this feature
is now part of this PR. See above.

- Lastly, since states are getting more complex there might be value in
moving them out of `bevy_ecs` and into their own crate, or at least out
of the `schedule` module into a `states` module. #11087

As mentioned, all these future work elements are TBD and are explicitly
not part of this PR - I just wanted to provide them as potential
explorations for the future.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: Marcel Champagne <voiceofmarcel@gmail.com>
Co-authored-by: MiniaczQ <xnetroidpl@gmail.com>
2024-05-02 19:36:23 +00:00
James Liu
54456b7ea6
Make SystemParam::new_archetype and QueryState::new_archetype unsafe functions (#13044)
# Objective
Fix #2128. Both `Query::new_archetype` and `SystemParam::new_archetype`
do not check if the `Archetype` comes from the same World the state is
initialized from. This could result in unsoundness via invalid accesses
if called incorrectly.

## Solution
Make them `unsafe` functions and lift the invariant to the caller. This
also caught one instance of us not validating the World in
`SystemState::update_archetypes_unsafe_world_cell`'s implementation.

---

## Changelog
Changed: `QueryState::new_archetype` is now an unsafe function.
Changed: `SystemParam::new_archetype` is now an unsafe function.

## Migration Guide
`QueryState::new_archetype` and `SystemParam::new_archetype` are now an
unsafe functions that must be sure that the provided `Archetype` is from
the same `World` that the state was initialized from. Callers may need
to add additional assertions or propagate the safety invariant upwards
through the callstack to ensure safety.
2024-04-21 02:49:42 +00:00
Ame
72c51cdab9
Make feature(doc_auto_cfg) work (#12642)
# Objective

- In #12366 `![cfg_attr(docsrs, feature(doc_auto_cfg))] `was added. But
to apply it it needs `--cfg=docsrs` in rustdoc-args.


## Solution

- Apply `--cfg=docsrs` to all crates and CI.

I also added `[package.metadata.docs.rs]` to all crates to avoid adding
code behind a feature and forget adding the metadata.

Before:

![Screenshot 2024-03-22 at 00 51
57](https://github.com/bevyengine/bevy/assets/104745335/6a9dfdaa-8710-4784-852b-5f9b74e3522c)

After:
![Screenshot 2024-03-22 at 00 51
32](https://github.com/bevyengine/bevy/assets/104745335/c5bd6d8e-8ddb-45b3-b844-5ecf9f88961c)
2024-03-23 02:22:52 +00:00
James Liu
dc40cd134f
Remove ComponentStorage and associated types (#12311)
# Objective
When doing a final pass for #3362, it appeared that `ComponentStorage`
as a trait, the two types implementing it, and the associated type on
`Component` aren't really necessary anymore. This likely was due to an
earlier constraint on the use of consts in traits, but that definitely
doesn't seem to be a problem in Rust 1.76.

## Solution
Remove them.

---

## Changelog
Changed: `Component::Storage` has been replaced with
`Component::STORAGE_TYPE` as a const.
Removed: `bevy::ecs::component::ComponentStorage` trait
Removed: `bevy::ecs::component::TableStorage` struct
Removed: `bevy::ecs::component::SparseSetStorage` struct

## Migration Guide
If you were manually implementing `Component` instead of using the
derive macro, replace the associated `Storage` associated type with the
`STORAGE_TYPE` const:

```rust
// in Bevy 0.13
impl Component for MyComponent {
    type Storage = TableStorage;
}
// in Bevy 0.14
impl Component for MyComponent {
    const STORAGE_TYPE: StorageType = StorageType::Table;
}
```

Component is no longer object safe. If you were relying on `&dyn
Component`, `Box<dyn Component>`, etc. please [file an issue
](https://github.com/bevyengine/bevy/issues) to get [this
change](https://github.com/bevyengine/bevy/pull/12311) reverted.

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2024-03-05 15:54:52 +00:00
github-actions[bot]
e7c3359c4b
Bump Version after Release (#12020)
Fixes #12016.

Bump version after release
This PR has been auto-generated

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2024-02-21 20:58:59 +00:00
Carter Anderson
abb8c353f4
Release 0.13.0 (#11920)
Bump Bevy crates to 0.13.0 in preparation for release.

(Note that we accidentally skipped the `0.13.0-dev` step this cycle)
2024-02-17 09:24:25 +00:00
Turki Al-Marri
ff77adc045
Typo in [ScheduleLabel] derive macro (#11764)
[`ScheduleLabel`] derive macro uses "ScheduleName" as the trait name by
mistake. This only affects the error message when a user tries to use
the derive macro on a union type. No other code is affected.
2024-02-07 20:06:40 +00:00
Tristan Guichaoua
694c06f3d0
Inverse missing_docs logic (#11676)
# Objective

Currently the `missing_docs` lint is allowed-by-default and enabled at
crate level when their documentations is complete (see #3492).
This PR proposes to inverse this logic by making `missing_docs`
warn-by-default and mark crates with imcomplete docs allowed.

## Solution

Makes `missing_docs` warn at workspace level and allowed at crate level
when the docs is imcomplete.
2024-02-03 21:40:55 +00:00
wackbyte
43f83d5e7c
Remove duplicate #[automatically_derived] in ECS macro (#11388)
# Objective

It's already provided by `item_attrs`, so it can be removed.

# Solution

Remove the extra `#[automatically_derived]`.
2024-01-17 16:52:45 +00:00
James O'Brien
ea42d14344
Dynamic queries and builder API (#9774)
# Objective
Expand the existing `Query` API to support more dynamic use cases i.e.
scripting.

## Prior Art
 - #6390 
 - #8308 
- #10037

## Solution
- Create a `QueryBuilder` with runtime methods to define the set of
component accesses for a built query.
- Create new `WorldQueryData` implementations `FilteredEntityMut` and
`FilteredEntityRef` as variants of `EntityMut` and `EntityRef` that
provide run time checked access to the components included in a given
query.
- Add new methods to `Query` to create "query lens" with a subset of the
access of the initial query.

### Query Builder
The `QueryBuilder` API allows you to define a query at runtime. At it's
most basic use it will simply create a query with the corresponding type
signature:
```rust
let query = QueryBuilder::<Entity, With<A>>::new(&mut world).build();
// is equivalent to
let query = QueryState::<Entity, With<A>>::new(&mut world);
```
Before calling `.build()` you also have the opportunity to add
additional accesses and filters. Here is a simple example where we add
additional filter terms:
```rust
let entity_a = world.spawn((A(0), B(0))).id();
let entity_b = world.spawn((A(0), C(0))).id();

let mut query_a = QueryBuilder::<Entity>::new(&mut world)
    .with::<A>()
    .without::<C>()
    .build();
            
assert_eq!(entity_a, query_a.single(&world));
```
This alone is useful in that allows you to decide which archetypes your
query will match at runtime. However it is also very limited, consider a
case like the following:
```rust
let query_a = QueryBuilder::<&A>::new(&mut world)
// Add an additional access
    .data::<&B>()
    .build();
```
This will grant the query an additional read access to component B
however we have no way of accessing the data while iterating as the type
signature still only includes &A. For an even more concrete example of
this consider dynamic components:
```rust
let query_a = QueryBuilder::<Entity>::new(&mut world)
// Adding a filter is easy since it doesn't need be read later
    .with_id(component_id_a)
// How do I access the data of this component?
    .ref_id(component_id_b)
    .build();
```
With this in mind the `QueryBuilder` API seems somewhat incomplete by
itself, we need some way method of accessing the components dynamically.
So here's one:
### Query Transmutation
If the problem is not having the component in the type signature why not
just add it? This PR also adds transmute methods to `QueryBuilder` and
`QueryState`. Here's a simple example:
```rust
world.spawn(A(0));
world.spawn((A(1), B(0)));
let mut query = QueryBuilder::<()>::new(&mut world)
    .with::<B>()
    .transmute::<&A>()
    .build();

query.iter(&world).for_each(|a| assert_eq!(a.0, 1));
```
The `QueryState` and `QueryBuilder` transmute methods look quite similar
but are different in one respect. Transmuting a builder will always
succeed as it will just add the additional accesses needed for the new
terms if they weren't already included. Transmuting a `QueryState` will
panic in the case that the new type signature would give it access it
didn't already have, for example:
```rust
let query = QueryState::<&A, Option<&B>>::new(&mut world);
/// This is fine, the access for Option<&A> is less restrictive than &A
query.transmute::<Option<&A>>(&world);
/// Oh no, this would allow access to &B on entities that might not have it, so it panics
query.transmute::<&B>(&world);
/// This is right out
query.transmute::<&C>(&world);
```
This is quite an appealing API to also have available on `Query` however
it does pose one additional wrinkle: In order to to change the iterator
we need to create a new `QueryState` to back it. `Query` doesn't own
it's own state though, it just borrows it, so we need a place to borrow
it from. This is why `QueryLens` exists, it is a place to store the new
state so it can be borrowed when you call `.query()` leaving you with an
API like this:
```rust
fn function_that_takes_a_query(query: &Query<&A>) {
    // ...
}

fn system(query: Query<(&A, &B)>) {
    let lens = query.transmute_lens::<&A>();
    let q = lens.query();
    function_that_takes_a_query(&q);
}
```
Now you may be thinking: Hey, wait a second, you introduced the problem
with dynamic components and then described a solution that only works
for static components! Ok, you got me, I guess we need a bit more:
### Filtered Entity References
Currently the only way you can access dynamic components on entities
through a query is with either `EntityMut` or `EntityRef`, however these
can access all components and so conflict with all other accesses. This
PR introduces `FilteredEntityMut` and `FilteredEntityRef` as
alternatives that have additional runtime checking to prevent accessing
components that you shouldn't. This way you can build a query with a
`QueryBuilder` and actually access the components you asked for:
```rust
let mut query = QueryBuilder::<FilteredEntityRef>::new(&mut world)
    .ref_id(component_id_a)
    .with(component_id_b)
    .build();

let entity_ref = query.single(&world);

// Returns Some(Ptr) as we have that component and are allowed to read it
let a = entity_ref.get_by_id(component_id_a);
// Will return None even though the entity does have the component, as we are not allowed to read it
let b = entity_ref.get_by_id(component_id_b);
```
For the most part these new structs have the exact same methods as their
non-filtered equivalents.

Putting all of this together we can do some truly dynamic ECS queries,
check out the `dynamic` example to see it in action:
```
Commands:
    comp, c   Create new components
    spawn, s  Spawn entities
    query, q  Query for entities
Enter a command with no parameters for usage.

> c A, B, C, Data 4  
Component A created with id: 0
Component B created with id: 1
Component C created with id: 2
Component Data created with id: 3

> s A, B, Data 1
Entity spawned with id: 0v0

> s A, C, Data 0
Entity spawned with id: 1v0

> q &Data
0v0: Data: [1, 0, 0, 0]
1v0: Data: [0, 0, 0, 0]

> q B, &mut Data                                                                                     
0v0: Data: [2, 1, 1, 1]

> q B || C, &Data 
0v0: Data: [2, 1, 1, 1]
1v0: Data: [0, 0, 0, 0]
```
## Changelog
 - Add new `transmute_lens` methods to `Query`.
- Add new types `QueryBuilder`, `FilteredEntityMut`, `FilteredEntityRef`
and `QueryLens`
- `update_archetype_component_access` has been removed, archetype
component accesses are now determined by the accesses set in
`update_component_access`
- Added method `set_access` to `WorldQuery`, this is called before
`update_component_access` for queries that have a restricted set of
accesses, such as those built by `QueryBuilder` or `QueryLens`. This is
primarily used by the `FilteredEntity*` variants and has an empty trait
implementation.
- Added method `get_state` to `WorldQuery` as a fallible version of
`init_state` when you don't have `&mut World` access.

## Future Work
Improve performance of `FilteredEntityMut` and `FilteredEntityRef`,
currently they have to determine the accesses a query has in a given
archetype during iteration which is far from ideal, especially since we
already did the work when matching the archetype in the first place. To
avoid making more internal API changes I have left it out of this PR.

---------

Co-authored-by: Mike Hsu <mike.hsu@gmail.com>
2024-01-16 19:16:49 +00:00
pablo-lua
bf0be9cc2c
Remove little warn on bevy_ecs (#11149)
# Objective

- There is an warning about non snake case on system_param.rs generated
by a macro

## Solution

- Allow non snake case on the function at fault
2024-01-01 16:03:25 +00:00
Mantas
5af2f022d8
Rename WorldQueryData & WorldQueryFilter to QueryData & QueryFilter (#10779)
# Rename `WorldQueryData` & `WorldQueryFilter` to `QueryData` &
`QueryFilter`

Fixes #10776 

## Solution

Traits `WorldQueryData` & `WorldQueryFilter` were renamed to `QueryData`
and `QueryFilter`, respectively. Related Trait types were also renamed.

---

## Changelog

- Trait `WorldQueryData` has been renamed to `QueryData`. Derive macro's
`QueryData` attribute `world_query_data` has been renamed to
`query_data`.
- Trait `WorldQueryFilter` has been renamed to `QueryFilter`. Derive
macro's `QueryFilter` attribute `world_query_filter` has been renamed to
`query_filter`.
- Trait's `ExtractComponent` type `Query` has been renamed to `Data`.
- Trait's `GetBatchData` types `Query` & `QueryFilter` has been renamed
to `Data` & `Filter`, respectively.
- Trait's `ExtractInstance` type `Query` has been renamed to `Data`.
- Trait's `ViewNode` type `ViewQuery` has been renamed to `ViewData`.
- Trait's `RenderCommand` types `ViewWorldQuery` & `ItemWorldQuery` has
been renamed to `ViewData` & `ItemData`, respectively.

## Migration Guide

Note: if merged before 0.13 is released, this should instead modify the
migration guide of #10776 with the updated names.

- Rename `WorldQueryData` & `WorldQueryFilter` trait usages to
`QueryData` & `QueryFilter` and their respective derive macro attributes
`world_query_data` & `world_query_filter` to `query_data` &
`query_filter`.
- Rename the following trait type usages:
  - Trait's `ExtractComponent` type `Query` to `Data`.
  - Trait's `GetBatchData` type `Query` to `Data`.
  - Trait's `ExtractInstance` type `Query` to `Data`.
  - Trait's `ViewNode` type `ViewQuery` to `ViewData`'
- Trait's `RenderCommand` types `ViewWolrdQuery` & `ItemWorldQuery` to
`ViewData` & `ItemData`, respectively.

```rust
// Before
#[derive(WorldQueryData)]
#[world_query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// After
#[derive(QueryData)]
#[query_data(derive(Debug))]
struct EmptyQuery {
    empty: (),
}

// Before
#[derive(WorldQueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// After
#[derive(QueryFilter)]
struct CustomQueryFilter<T: Component, P: Component> {
    _c: With<ComponentC>,
    _d: With<ComponentD>,
    _or: Or<(Added<ComponentC>, Changed<ComponentD>, Without<ComponentZ>)>,
    _generic_tuple: (With<T>, With<P>),
}

// Before
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Query = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Query>) -> Option<Self::Out> {
        //...
    }
}

// After
impl ExtractComponent for ContrastAdaptiveSharpeningSettings {
    type Data = &'static Self;
    type Filter = With<Camera>;
    type Out = (DenoiseCAS, CASUniform);

    fn extract_component(item: QueryItem<Self::Data>) -> Option<Self::Out> {
        //...
    }
}

// Before
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Query = Entity;
    type QueryFilter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Query>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// After
impl GetBatchData for MeshPipeline {
    type Param = SRes<RenderMeshInstances>;
    type Data = Entity;
    type Filter = With<Mesh3d>;
    type CompareData = (MaterialBindGroupId, AssetId<Mesh>);
    type BufferData = MeshUniform;

    fn get_batch_data(
        mesh_instances: &SystemParamItem<Self::Param>,
        entity: &QueryItem<Self::Data>,
    ) -> (Self::BufferData, Option<Self::CompareData>) {
        // ....
    }
}

// Before
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Query = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Query>) -> Option<Self> {
        Some(item.id())
    }
}

// After
impl<A> ExtractInstance for AssetId<A>
where
    A: Asset,
{
    type Data = Read<Handle<A>>;
    type Filter = ();

    fn extract(item: QueryItem<'_, Self::Data>) -> Option<Self> {
        Some(item.id())
    }
}

// Before
impl ViewNode for PostProcessNode {
    type ViewQuery = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewQuery>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// After
impl ViewNode for PostProcessNode {
    type ViewData = (
        &'static ViewTarget,
        &'static PostProcessSettings,
    );

    fn run(
        &self,
        _graph: &mut RenderGraphContext,
        render_context: &mut RenderContext,
        (view_target, _post_process_settings): QueryItem<Self::ViewData>,
        world: &World,
    ) -> Result<(), NodeRunError> {
        // ...
    }
}

// Before
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewWorldQuery = ();
    type ItemWorldQuery = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}

// After
impl<P: CachedRenderPipelinePhaseItem> RenderCommand<P> for SetItemPipeline {
    type Param = SRes<PipelineCache>;
    type ViewData = ();
    type ItemData = ();
    #[inline]
    fn render<'w>(
        item: &P,
        _view: (),
        _entity: (),
        pipeline_cache: SystemParamItem<'w, '_, Self::Param>,
        pass: &mut TrackedRenderPass<'w>,
    ) -> RenderCommandResult {
        // ...
    }
}
```
2023-12-12 19:45:50 +00:00
tygyh
fd308571c4
Remove unnecessary path prefixes (#10749)
# Objective

- Shorten paths by removing unnecessary prefixes

## Solution

- Remove the prefixes from many paths which do not need them. Finding
the paths was done automatically using built-in refactoring tools in
Jetbrains RustRover.
2023-11-28 23:43:40 +00:00
Mark Wainwright
f0a8994f55
Split WorldQuery into WorldQueryData and WorldQueryFilter (#9918)
# Objective

- Fixes #7680
- This is an updated for https://github.com/bevyengine/bevy/pull/8899
which had the same objective but fell a long way behind the latest
changes


## Solution

The traits `WorldQueryData : WorldQuery` and `WorldQueryFilter :
WorldQuery` have been added and some of the types and functions from
`WorldQuery` has been moved into them.

`ReadOnlyWorldQuery` has been replaced with `ReadOnlyWorldQueryData`. 

`WorldQueryFilter` is safe (as long as `WorldQuery` is implemented
safely).

`WorldQueryData` is unsafe - safely implementing it requires that
`Self::ReadOnly` is a readonly version of `Self` (this used to be a
safety requirement of `WorldQuery`)

The type parameters `Q` and `F` of `Query` must now implement
`WorldQueryData` and `WorldQueryFilter` respectively.

This makes it impossible to accidentally use a filter in the data
position or vice versa which was something that could lead to bugs.
~~Compile failure tests have been added to check this.~~

It was previously sometimes useful to use `Option<With<T>>` in the data
position. Use `Has<T>` instead in these cases.

The `WorldQuery` derive macro has been split into separate derive macros
for `WorldQueryData` and `WorldQueryFilter`.

Previously it was possible to derive both `WorldQuery` for a struct that
had a mixture of data and filter items. This would not work correctly in
some cases but could be a useful pattern in others. *This is no longer
possible.*

---

## Notes

- The changes outside of `bevy_ecs` are all changing type parameters to
the new types, updating the macro use, or replacing `Option<With<T>>`
with `Has<T>`.

- All `WorldQueryData` types always returned `true` for `IS_ARCHETYPAL`
so I moved it to `WorldQueryFilter` and
replaced all calls to it with `true`. That should be the only logic
change outside of the macro generation code.

- `Changed<T>` and `Added<T>` were being generated by a macro that I
have expanded. Happy to revert that if desired.

- The two derive macros share some functions for implementing
`WorldQuery` but the tidiest way I could find to implement them was to
give them a ton of arguments and ask clippy to ignore that.

## Changelog

### Changed
- Split `WorldQuery` into `WorldQueryData` and `WorldQueryFilter` which
now have separate derive macros. It is not possible to derive both for
the same type.
- `Query` now requires that the first type argument implements
`WorldQueryData` and the second implements `WorldQueryFilter`

## Migration Guide

- Update derives

```rust
// old
#[derive(WorldQuery)]
#[world_query(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA
}

#[derive(WorldQuery)]
struct QueryFilter {
    _c: With<ComponentC>
}

// new 
#[derive(WorldQueryData)]
#[world_query_data(mutable, derive(Debug))]
struct CustomQuery {
    entity: Entity,
    a: &'static mut ComponentA,
}

#[derive(WorldQueryFilter)]
struct QueryFilter {
    _c: With<ComponentC>
}
```
- Replace `Option<With<T>>` with `Has<T>`

```rust
/// old
fn my_system(query: Query<(Entity, Option<With<ComponentA>>)>)
{
  for (entity, has_a_option) in query.iter(){
    let has_a:bool = has_a_option.is_some();
    //todo!()
  }
}

/// new
fn my_system(query: Query<(Entity, Has<ComponentA>)>)
{
  for (entity, has_a) in query.iter(){
    //todo!()
  }
}
```

- Fix queries which had filters in the data position or vice versa.

```rust
// old
fn my_system(query: Query<(Entity, With<ComponentA>)>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Entity, With<ComponentA>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

// old
fn my_system(query: Query<AnyOf<(&ComponentA, With<ComponentB>)>>)
{
  for (entity, _) in query.iter(){
  //todo!()
  }
}

// new
fn my_system(query: Query<Option<&ComponentA>, Or<(With<ComponentA>, With<ComponentB>)>>)
{
  for entity in query.iter(){
  //todo!()
  }
}

```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-11-28 03:56:07 +00:00
Konstantin Kostiuk
eeb0c2f2e4
Allow #[derive(Bundle)] on tuple structs (take 3) (#10561)
- rework of old @Veykril's work in
[2499](https://github.com/bevyengine/bevy/pull/2499)
- Fixes [3537](https://github.com/bevyengine/bevy/issues/3537)
2023-11-21 01:09:16 +00:00
Ame
951c9bb1a2
Add [lints] table, fix adding #![allow(clippy::type_complexity)] everywhere (#10011)
# Objective

- Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796

## Solution

- Use the new [lints] table that will land in 1.74
(https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints)
- inherit lint to the workspace, crates and examples.
```
[lints]
workspace = true
```

## Changelog

- Bump rust version to 1.74
- Enable lints table for the workspace
```toml
[workspace.lints.clippy]
type_complexity = "allow"
```
- Allow type complexity for all crates and examples
```toml
[lints]
workspace = true
```

---------

Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
2023-11-18 20:58:48 +00:00
github-actions[bot]
bf30a25efc
Release 0.12 (#10362)
Preparing next release
This PR has been auto-generated

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-11-04 17:24:23 +00:00
Edgar Geier
a830530be4
Replace all labels with interned labels (#7762)
# Objective

First of all, this PR took heavy inspiration from #7760 and #5715. It
intends to also fix #5569, but with a slightly different approach.


This also fixes #9335 by reexporting `DynEq`.

## Solution

The advantage of this API is that we can intern a value without
allocating for zero-sized-types and for enum variants that have no
fields. This PR does this automatically in the `SystemSet` and
`ScheduleLabel` derive macros for unit structs and fieldless enum
variants. So this should cover many internal and external use cases of
`SystemSet` and `ScheduleLabel`. In these optimal use cases, no memory
will be allocated.

- The interning returns a `Interned<dyn SystemSet>`, which is just a
wrapper around a `&'static dyn SystemSet`.
- `Hash` and `Eq` are implemented in terms of the pointer value of the
reference, similar to my first approach of anonymous system sets in
#7676.
- Therefore, `Interned<T>` does not implement `Borrow<T>`, only `Deref`.
- The debug output of `Interned<T>` is the same as the interned value.

Edit: 
- `AppLabel` is now also interned and the old
`derive_label`/`define_label` macros were replaced with the new
interning implementation.
- Anonymous set ids are reused for different `Schedule`s, reducing the
amount of leaked memory.

### Pros
- `InternedSystemSet` and `InternedScheduleLabel` behave very similar to
the current `BoxedSystemSet` and `BoxedScheduleLabel`, but can be copied
without an allocation.
- Many use cases don't allocate at all.
- Very fast lookups and comparisons when using `InternedSystemSet` and
`InternedScheduleLabel`.
- The `intern` module might be usable in other areas.
- `Interned{ScheduleLabel, SystemSet, AppLabel}` does implement
`{ScheduleLabel, SystemSet, AppLabel}`, increasing ergonomics.

### Cons
- Implementors of `SystemSet` and `ScheduleLabel` still need to
implement `Hash` and `Eq` (and `Clone`) for it to work.

## Changelog

### Added

- Added `intern` module to `bevy_utils`.
- Added reexports of `DynEq` to `bevy_ecs` and `bevy_app`.

### Changed

- Replaced `BoxedSystemSet` and `BoxedScheduleLabel` with
`InternedSystemSet` and `InternedScheduleLabel`.
- Replaced `impl AsRef<dyn ScheduleLabel>` with `impl ScheduleLabel`.
- Replaced `AppLabelId` with `InternedAppLabel`.
- Changed `AppLabel` to use `Debug` for error messages.
- Changed `AppLabel` to use interning.
- Changed `define_label`/`derive_label` to use interning. 
- Replaced `define_boxed_label`/`derive_boxed_label` with
`define_label`/`derive_label`.
- Changed anonymous set ids to be only unique inside a schedule, not
globally.
- Made interned label types implement their label trait. 

### Removed

- Removed `define_boxed_label` and `derive_boxed_label`. 

## Migration guide

- Replace `BoxedScheduleLabel` and `Box<dyn ScheduleLabel>` with
`InternedScheduleLabel` or `Interned<dyn ScheduleLabel>`.
- Replace `BoxedSystemSet` and `Box<dyn SystemSet>` with
`InternedSystemSet` or `Interned<dyn SystemSet>`.
- Replace `AppLabelId` with `InternedAppLabel` or `Interned<dyn
AppLabel>`.
- Types manually implementing `ScheduleLabel`, `AppLabel` or `SystemSet`
need to implement:
  - `dyn_hash` directly instead of implementing `DynHash`
  - `as_dyn_eq`
- Pass labels to `World::try_schedule_scope`, `World::schedule_scope`,
`World::try_run_schedule`. `World::run_schedule`, `Schedules::remove`,
`Schedules::remove_entry`, `Schedules::contains`, `Schedules::get` and
`Schedules::get_mut` by value instead of by reference.

---------

Co-authored-by: Joseph <21144246+JoJoJet@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
2023-10-25 21:39:23 +00:00
Joseph
0716922165
ParamSets containing non-send parameters should also be non-send (#10211)
# Objective

Fix #10207

## Solution

Mark a `ParamSet`'s `SystemMeta` as non-send if any of its component
parameters are non-send.
2023-10-21 18:07:52 +00:00
Christian Hughes
9c004439b8
Remove States::variants and remove enum-only restriction its derive (#9945)
# Objective

The `States::variants` method was once used to construct `OnExit` and
`OnEnter` schedules for every possible value of a given `States` type.
[Since the switch to lazily initialized
schedules](https://github.com/bevyengine/bevy/pull/8028/files#diff-b2fba3a0c86e496085ce7f0e3f1de5960cb754c7d215ed0f087aa556e529f97f),
we no longer need to track every possible value.

This also opens the door to `States` types that aren't enums.

## Solution

- Remove the unused `States::variants` method and its associated type.
- Remove the enum-only restriction on derived States types.

---

## Changelog

- Removed `States::variants` and its associated type.
- Derived `States` can now be datatypes other than enums.

## Migration Guide

- `States::variants` no longer exists. If you relied on this function,
consider using a library that provides enum iterators.
2023-09-30 22:32:39 +00:00
Joseph
d5d355ae1f
Fix the clippy::explicit_iter_loop lint (#9834)
# Objective

Replace instances of

```rust
for x in collection.iter{_mut}() {
```

with

```rust
for x in &{mut} collection {
```

This also changes CI to no longer suppress this lint. Note that since
this lint only shows up when using clippy in pedantic mode, it was
probably unnecessary to suppress this lint in the first place.
2023-09-19 03:35:22 +00:00
Rob Parrett
a788e31ad5
Fix CI for Rust 1.72 (#9562)
# Objective

[Rust 1.72.0](https://blog.rust-lang.org/2023/08/24/Rust-1.72.0.html) is
now stable.

# Notes

- `let-else` formatting has arrived!
- I chose to allow `explicit_iter_loop` due to
https://github.com/rust-lang/rust-clippy/issues/11074.
  
We didn't hit any of the false positives that prevent compilation, but
fixing this did produce a lot of the "symbol soup" mentioned, e.g. `for
image in &mut *image_events {`.
  
  Happy to undo this if there's consensus the other way.

---------

Co-authored-by: François <mockersf@gmail.com>
2023-08-25 12:34:24 +00:00
Joseph
02688a99b8
Fix safety invariants for WorldQuery::fetch and simplify cloning (#8246)
# Objective

Cloning a `WorldQuery` type's "fetch" struct was made unsafe in #5593,
by adding the `unsafe fn clone_fetch` to `WorldQuery`. However, as that
method's documentation explains, it is not the right place to put the
safety invariant:

> While calling this method on its own cannot cause UB it is marked
`unsafe` as the caller must ensure that the returned value is not used
in any way that would cause two `QueryItem<Self>` for the same
`archetype_index` or `table_row` to be alive at the same time.

You can clone a fetch struct all you want and it will never cause
undefined behavior -- in order for something to go wrong, you need to
improperly call `WorldQuery::fetch` with it (which is marked unsafe).
Additionally, making it unsafe to clone a fetch struct does not even
prevent undefined behavior, since there are other ways to incorrectly
use a fetch struct. For example, you could just call fetch more than
once for the same entity, which is not currently forbidden by any
documented invariants.

## Solution

Document a safety invariant on `WorldQuery::fetch` that requires the
caller to not create aliased `WorldQueryItem`s for mutable types. Remove
the `clone_fetch` function, and add the bound `Fetch: Clone` instead.

---

## Changelog

- Removed the associated function `WorldQuery::clone_fetch`, and added a
`Clone` bound to `WorldQuery::Fetch`.

## Migration Guide

### `fetch` invariants

The function `WorldQuery::fetch` has had the following safety invariant
added:

> If this type does not implement `ReadOnlyWorldQuery`, then the caller
must ensure that it is impossible for more than one `Self::Item` to
exist for the same entity at any given time.

This invariant was always required for soundness, but was previously
undocumented. If you called this function manually anywhere, you should
check to make sure that this invariant is not violated.

### Removed `clone_fetch`

The function `WorldQuery::clone_fetch` has been removed. The associated
type `WorldQuery::Fetch` now has the bound `Clone`.

Before:

```rust
struct MyFetch<'w> { ... }

unsafe impl WorldQuery for MyQuery {
    ...
    type Fetch<'w> = MyFetch<'w>
    unsafe fn clone_fetch<'w>(fetch: &Self::Fetch<'w>) -> Self::Fetch<'w> {
        MyFetch {
            field1: fetch.field1,
            field2: fetch.field2.clone(),
            ...
        }
    }
}
```

After:

```rust
#[derive(Clone)]
struct MyFetch<'w> { ... }

unsafe impl WorldQuery for MyQuery {
    ...
    type Fetch<'w> = MyFetch<'w>;
}
```

---------

Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
2023-07-25 21:16:22 +00:00
Carter Anderson
7c3131a761
Bump Version after Release (#9106)
CI-capable version of #9086

---------

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
Co-authored-by: François <mockersf@gmail.com>
2023-07-10 21:19:27 +00:00
ClayenKitten
ffc572728f
Fix typos throughout the project (#9090)
# Objective

Fix typos throughout the project.

## Solution

[`typos`](https://github.com/crate-ci/typos) project was used for
scanning, but no automatic corrections were applied. I checked
everything by hand before fixing.

Most of the changes are documentation/comments corrections. Also, there
are few trivial changes to code (variable name, pub(crate) function name
and a few error/panic messages).

## Unsolved

`bevy_reflect_derive` has
[typo](1b51053f19/crates/bevy_reflect/bevy_reflect_derive/src/type_path.rs (L76))
in enum variant name that I didn't fix. Enum is `pub(crate)`, so there
shouldn't be any trouble if fixed. However, code is tightly coupled with
macro usage, so I decided to leave it for more experienced contributor
just in case.
2023-07-10 00:11:51 +00:00
Carter Anderson
8ba9571eed
Release 0.11.0 (#9080)
I created this manually as Github didn't want to run CI for the
workflow-generated PR. I'm guessing we didn't hit this in previous
releases because we used bors.

Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-07-09 08:43:47 +00:00
JoJoJet
db8d3651e0
Migrate the rest of the engine to UnsafeWorldCell (#8833)
# Objective

Follow-up to #6404 and #8292.

Mutating the world through a shared reference is surprising, and it
makes the meaning of `&World` unclear: sometimes it gives read-only
access to the entire world, and sometimes it gives interior mutable
access to only part of it.

This is an up-to-date version of #6972.

## Solution

Use `UnsafeWorldCell` for all interior mutability. Now, `&World`
*always* gives you read-only access to the entire world.

---

## Changelog

TODO - do we still care about changelogs?

## Migration Guide

Mutating any world data using `&World` is now considered unsound -- the
type `UnsafeWorldCell` must be used to achieve interior mutability. The
following methods now accept `UnsafeWorldCell` instead of `&World`:

- `QueryState`: `get_unchecked`, `iter_unchecked`,
`iter_combinations_unchecked`, `for_each_unchecked`,
`get_single_unchecked`, `get_single_unchecked_manual`.
- `SystemState`: `get_unchecked_manual`

```rust
let mut world = World::new();
let mut query = world.query::<&mut T>();

// Before:
let t1 = query.get_unchecked(&world, entity_1);
let t2 = query.get_unchecked(&world, entity_2);

// After:
let world_cell = world.as_unsafe_world_cell();
let t1 = query.get_unchecked(world_cell, entity_1);
let t2 = query.get_unchecked(world_cell, entity_2);
```

The methods `QueryState::validate_world` and
`SystemState::matches_world` now take a `WorldId` instead of `&World`:

```rust
// Before:
query_state.validate_world(&world);

// After:
query_state.validate_world(world.id());
```

The methods `QueryState::update_archetypes` and
`SystemState::update_archetypes` now take `UnsafeWorldCell` instead of
`&World`:

```rust
// Before:
query_state.update_archetypes(&world);

// After:
query_state.update_archetypes(world.as_unsafe_world_cell_readonly());
```
2023-06-15 01:31:56 +00:00
CatThingy
89cbc78d3d
Require #[derive(Event)] on all Events (#7086)
# Objective

Be consistent with `Resource`s and `Components` and have `Event` types
be more self-documenting.
Although not susceptible to accidentally using a function instead of a
value due to `Event`s only being initialized by their type, much of the
same reasoning for removing the blanket impl on `Resource` also applies
here.

* Not immediately obvious if a type is intended to be an event
* Prevent invisible conflicts if the same third-party or primitive types
are used as events
* Allows for further extensions (e.g. opt-in warning for missed events)

## Solution

Remove the blanket impl for the `Event` trait. Add a derive macro for
it.

---

## Changelog

- `Event` is no longer implemented for all applicable types. Add the
`#[derive(Event)]` macro for events.

## Migration Guide

* Add the `#[derive(Event)]` macro for events. Third-party types used as
events should be wrapped in a newtype.
2023-06-06 14:44:32 +00:00
ira
5f936b42b1
Resolve clippy issues for rust 1.70.0 (#8738)
- Supress false positive `redundant_clone` lints.
- Supress inactionable `result_large_err` lint.
Most of the size(50 out of 68 bytes) is coming from
`naga::WithSpan<naga::valid::ValidationError>`
2023-06-01 21:05:05 +00:00
François
0736195a1e
update syn, encase, glam and hexasphere (#8573)
# Objective

- Fixes #8282 
- Update `syn` to 2.0, `encase` to 0.6, `glam` to 0.24 and `hexasphere`
to 9.0


Blocked ~~on https://github.com/teoxoy/encase/pull/42~~ and ~~on
https://github.com/OptimisticPeach/hexasphere/pull/17~~

---------

Co-authored-by: Nicola Papale <nicopap@users.noreply.github.com>
Co-authored-by: JoJoJet <21144246+JoJoJet@users.noreply.github.com>
2023-05-16 01:24:17 +00:00
Ashy
0d971a63e4
Added documentation to the fields within derived read-only types (#8334)
Fixes #8333

# Objective

Fixes issue which causes failure to compile if using
`#![deny(missing_docs)]`.

## Solution

Added some very basic commenting to the generated read-only fields.
honestly I feel this to be up for debate since the comments are very
basic and give very little useful information but the purpose of this PR
is to fix the issue at hand.

---

## Changelog

Added comments to the derive macro and the projects now successfully
compile.

---------

Co-authored-by: lupan <kallll5@hotmail.com>
2023-04-09 14:37:34 +00:00
JoJoJet
b423e6ee15
Extend the WorldQuery macro to tuple structs (#8119)
# Objective

The `#[derive(WorldQuery)]` macro currently only supports structs with
named fields.

Same motivation as #6957. Remove sharp edges from the derive macro, make
it just work more often.

## Solution

Support tuple structs.

---

## Changelog

+ Added support for tuple structs to the `#[derive(WorldQuery)]` macro.
2023-04-04 00:49:03 +00:00
JoJoJet
3442a13d2c
Use UnsafeWorldCell to increase code quality for SystemParam (#8174)
# Objective

The type `&World` is currently in an awkward place, since it has two
meanings:
1. Read-only access to the entire world.
2. Interior mutable access to the world; immutable and/or mutable access
to certain portions of world data.

This makes `&World` difficult to reason about, and surprising to see in
function signatures if one does not know about the interior mutable
property.

The type `UnsafeWorldCell` was added in #6404, which is meant to
alleviate this confusion by adding a dedicated type for interior mutable
world access. However, much of the engine still treats `&World` as an
interior mutable-ish type. One of those places is `SystemParam`.

## Solution

Modify `SystemParam::get_param` to accept `UnsafeWorldCell` instead of
`&World`. Simplify the safety invariants, since the `UnsafeWorldCell`
type encapsulates the concept of constrained world access.

---

## Changelog

`SystemParam::get_param` now accepts an `UnsafeWorldCell` instead of
`&World`. This type provides a high-level API for unsafe interior
mutable world access.

## Migration Guide

For manual implementers of `SystemParam`: the function `get_item` now
takes `UnsafeWorldCell` instead of `&World`. To access world data, use:

* `.get_entity()`, which returns an `UnsafeEntityCell` which can be used
to access component data.
* `get_resource()` and its variants, to access resource data.
2023-04-01 15:45:07 +00:00
JoJoJet
a954f3e150
Remove #[system_param(ignore)] and #[world_query(ignore)] (#8265)
# Objective

Follow-up to #8030.

Now that `SystemParam` and `WorldQuery` are implemented for
`PhantomData`, the `ignore` attributes are now unnecessary.

---

## Changelog

- Removed the attributes `#[system_param(ignore)]` and
`#[world_query(ignore)]`.

## Migration Guide

The attributes `#[system_param(ignore)]` and `#[world_query]` ignore
have been removed. If you were using either of these with `PhantomData`
fields, you can simply remove the attribute:

```rust
#[derive(SystemParam)]
struct MyParam<'w, 's, Marker> {
    ...
    // Before:
    #[system_param(ignore)
    _marker: PhantomData<Marker>,

    // After:
    _marker: PhantomData<Marker>,
}
#[derive(WorldQuery)]
struct MyQuery<Marker> {
    ...
    // Before:
    #[world_query(ignore)
    _marker: PhantomData<Marker>,

    // After:
    _marker: PhantomData<Marker>,
}
```

If you were using this for another type that implements `Default`,
consider wrapping that type in `Local<>` (this only works for
`SystemParam`):

```rust
#[derive(SystemParam)]
struct MyParam<'w, 's> {
    // Before:
    #[system_param(ignore)]
    value: MyDefaultType, // This will be initialized using `Default` each time `MyParam` is created.

    // After:
    value: Local<MyDefaultType>, // This will be initialized using `Default` the first time `MyParam` is created.
}
```

If you are implementing either trait and need to preserve the exact
behavior of the old `ignore` attributes, consider manually implementing
`SystemParam` or `WorldQuery` for a wrapper struct that uses the
`Default` trait:

```rust
// Before:

#[derive(WorldQuery)
struct MyQuery {
   #[world_query(ignore)]
    str: String,
}

// After:

#[derive(WorldQuery)
struct MyQuery {
    str: DefaultQuery<String>,
}

pub struct DefaultQuery<T: Default>(pub T);

unsafe impl<T: Default> WorldQuery for DefaultQuery<T> {
    type Item<'w> = Self;
    ...
    unsafe fn fetch<'w>(...) -> Self::Item<'w> {
        Self(T::default())
    }
}
```
2023-03-30 23:02:25 +00:00
JoJoJet
d9113cca6f
Make #[system_param(ignore)] and #[world_query(ignore)] unnecessary (#8030)
# Objective

When using `PhantomData` fields with the `#[derive(SystemParam)]` or
`#[derive(WorldQuery)]` macros, the user is required to add the
`#[system_param(ignore)]` attribute so that the macro knows to treat
that field specially. This is undesirable, since it makes the macro more
fragile and less consistent.

## Solution

Implement `SystemParam` and `WorldQuery` for `PhantomData`. This makes
the `ignore` attributes unnecessary.

Some internal changes make the derive macro compatible with types that
have invariant lifetimes, which fixes #8192. From what I can tell, this
fix requires `PhantomData` to implement `SystemParam` in order to ensure
that all of a type's generic parameters are always constrained.

---

## Changelog

+ Implemented `SystemParam` and `WorldQuery` for `PhantomData<T>`.
+ Fixed a miscompilation caused when invariant lifetimes were used with
the `SystemParam` macro.
2023-03-30 15:12:26 +00:00
JoJoJet
ce33354cee
Fix field visibility for read-only WorldQuery types (#8163)
# Objective

When using the `#[derive(WorldQuery)]` macro, the `ReadOnly` struct
generated has default (private) visibility for each field, regardless of
the visibility of the original field.

## Solution

For each field of a read-only `WorldQuery` variant, use the visibility
of the associated field defined on the original struct.
2023-03-22 17:49:42 +00:00
JoJoJet
27f2265e11
Fix name conflicts caused by the SystemParam and WorldQuery macros (#8012)
# Objective

Fix #1727
Fix #8010

Meta types generated by the `SystemParam` and `WorldQuery` derive macros
can conflict with user-defined types if they happen to have the same
name.

## Solution

In order to check if an identifier would conflict with user-defined
types, we can just search the original `TokenStream` passed to the macro
to see if it contains the identifier (since the meta types are defined
in an anonymous scope, it's only possible for them to conflict with the
struct definition itself). When generating an identifier for meta types,
we can simply check if it would conflict, and then add additional
characters to the name until it no longer conflicts with anything.

The `WorldQuery` "Item" and read-only structs are a part of a module's
public API, and thus it is intended for them to conflict with
user-defined types.
2023-03-22 15:45:25 +00:00
Jakub Łabor
caa662272c
bevy_ecs: add untyped methods for inserting components and bundles (#7204)
This MR is a rebased and alternative proposal to
https://github.com/bevyengine/bevy/pull/5602

# Objective

- https://github.com/bevyengine/bevy/pull/4447 implemented untyped
(using component ids instead of generics and TypeId) APIs for
inserting/accessing resources and accessing components, but left
inserting components for another PR (this one)

## Solution

- add `EntityMut::insert_by_id`

- split `Bundle` into `DynamicBundle` with `get_components` and `Bundle:
DynamicBundle`. This allows the `BundleInserter` machinery to be reused
for bundles that can only be written, not read, and have no statically
available `ComponentIds`

- Compared to the original MR this approach exposes unsafe endpoints and
requires the user to manage instantiated `BundleIds`. This is quite easy
for the end user to do and does not incur the performance penalty of
checking whether component input is correctly provided for the
`BundleId`.

- This MR does ensure that constructing `BundleId` itself is safe

---

## Changelog

- add methods for inserting bundles and components to:
`world.entity_mut(entity).insert_by_id`
2023-03-21 00:33:11 +00:00
Carter Anderson
aefe1f0739
Schedule-First: the new and improved add_systems (#8079)
Co-authored-by: Mike <mike.hsu@gmail.com>
2023-03-18 01:45:34 +00:00
JoJoJet
2e7b915ba4
Increase type safety and clarity for change detection (#7905) 2023-03-09 17:17:02 +00:00
JoJoJet
545965075f
Make WorldQuery meta types unnameable (#7964) 2023-03-09 05:40:06 +00:00
github-actions[bot]
6898351348
chore: Release (#7920)
Co-authored-by: Bevy Auto Releaser <41898282+github-actions[bot]@users.noreply.github.com>
2023-03-06 05:13:36 +00:00
github-actions[bot]
b44af49200 Release 0.10.0 (#7919)
Preparing next release
This PR has been auto-generated
2023-03-06 03:53:02 +00:00
github-actions[bot]
8eb67932f1 Bump Version after Release (#7918)
Bump version after release
This PR has been auto-generated
2023-03-06 02:10:30 +00:00
JoJoJet
9733613c07 Add marker traits to distinguish base sets from regular system sets (#7863)
# Objective

Base sets, added in #7466  are a special type of system set. Systems can only be added to base sets via `in_base_set`, while non-base sets can only be added via `in_set`. Unfortunately this is currently guarded by a runtime panic, which presents an unfortunate toe-stub when the wrong method is used. The delayed response between writing code and encountering the error (possibly hours) makes the distinction between base sets and other sets much more difficult to learn.

## Solution

Add the marker traits `BaseSystemSet` and `FreeSystemSet`. `in_base_set` and `in_set` now respectively accept these traits, which moves the runtime panic to a compile time error.

---

## Changelog

+ Added the marker trait `BaseSystemSet`, which is distinguished from a `FreeSystemSet`. These are both subtraits of `SystemSet`.

## Migration Guide

None if merged with 0.10
2023-03-02 13:22:58 +00:00
Jakob Hellermann
b1646e9cee change is_system_type() -> bool to system_type() -> Option<TypeId> (#7715)
# Objective

- it would be nice to be able to associate a `NodeId` of a system type set to the `NodeId` of the actual system (used in bevy_mod_debugdump)

## Solution

- make `system_type` return the type id of the system
  - that way you can check if a `dyn SystemSet` is the system type set of a `dyn System`
- I don't know if this information is already present somewhere else in the scheduler or if there is a better way to expose it
2023-02-16 22:25:48 +00:00